]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/phong.glsl
Check the flat qualifier from the correct member
[libs/gl.git] / shaderlib / phong.glsl
index 004232acd503e4c76c607ca6206f2f4e228cdef1..7c555e75208344559195a68c1b9ad741bd884d24 100644 (file)
@@ -1,6 +1,8 @@
 import msp_interface;
 import common;
+import lighting;
 import shadow;
+import environment;
 
 struct BasicMaterialParameters
 {
@@ -11,16 +13,17 @@ struct BasicMaterialParameters
        float reflectivity;
 };
 
-uniform BasicMaterial
+layout(set=1) uniform BasicMaterial
 {
        BasicMaterialParameters basic_material;
+       AlphaCutoffParams alpha_cutoff;
 };
 
-uniform sampler2D diffuse_map;
-uniform sampler2D specular_map;
-uniform sampler2D shininess_map;
-uniform sampler2D emission_map;
-uniform sampler2D reflectivity_map;
+layout(set=1) uniform sampler2D diffuse_map;
+layout(set=1) uniform sampler2D specular_map;
+layout(set=1) uniform sampler2D shininess_map;
+layout(set=1) uniform sampler2D emission_map;
+layout(set=1) uniform sampler2D reflectivity_map;
 
 layout(constant_id=auto) const bool use_diffuse_map = false;
 layout(constant_id=auto) const bool use_specular = false;
@@ -30,8 +33,6 @@ layout(constant_id=auto) const bool use_emission = false;
 layout(constant_id=auto) const bool use_emission_map = false;
 layout(constant_id=auto) const bool use_reflectivity = false;
 layout(constant_id=auto) const bool use_reflectivity_map = false;
-layout(constant_id=auto) const bool use_sky = false;
-layout(constant_id=auto) const bool use_fog = false;
 
 #pragma MSP stage(fragment)
 virtual vec4 get_diffuse_color()
@@ -79,15 +80,15 @@ vec3 phong_ambient(vec3 surface_diffuse)
        return ambient_color.rgb*surface_diffuse;
 }
 
-vec3 phong_one_light(vec3 light, vec3 normal, vec3 look, vec3 light_color, vec3 surface_diffuse, vec3 surface_specular, float shininess)
+vec3 phong_one_light(vec3 light, vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_specular, float shininess)
 {
        float diffuse_intensity = max(dot(light, normal), 0.0);
-       vec3 color = light_color*surface_diffuse*diffuse_intensity;
+       vec3 color = surface_diffuse*diffuse_intensity;
        if(use_specular)
        {
                vec3 reflected = reflect(look, normal);
                float specular_intensity = pow(max(dot(reflected, light), 0.0), shininess);
-               color += light_color*surface_specular*specular_intensity;
+               color += surface_specular*specular_intensity;
        }
        return color;
 }
@@ -98,9 +99,9 @@ vec3 phong_lighting(vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_s
        for(int i=0; i<max_lights; ++i)
                if(light_sources[i].type!=0)
                {
-                       vec3 light = get_light_direction(i);
-                       float shadow = get_shadow_factor(i);
-                       color += phong_one_light(light, normal, look, light_sources[i].color, surface_diffuse, surface_specular, shininess)*shadow;
+                       IncomingLight incoming = get_incoming_light(i, world_vertex.xyz);
+                       float shadow = get_shadow_factor(i, world_vertex);
+                       color += phong_one_light(incoming.direction, normal, look, surface_diffuse, surface_specular, shininess)*incoming.color*shadow;
                }
 
        if(use_emission)
@@ -114,14 +115,16 @@ vec3 phong_lighting(vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_s
 
 void main()
 {
+       vec4 surface_diffuse = get_diffuse_color();
+       float alpha = apply_alpha_cutoff(surface_diffuse.a, alpha_cutoff);
+
        vec3 normal = get_fragment_normal();
        vec3 look = normalize(world_look_dir);
 
-       vec4 surface_diffuse = get_diffuse_color();
        vec3 surface_specular = get_specular_color();
        float shininess = get_shininess_value();
 
        vec3 lit_color = phong_lighting(normal, look, surface_diffuse.rgb, surface_specular, shininess);
 
-       frag_color = vec4(lit_color, surface_diffuse.a);
+       frag_color = vec4(lit_color, alpha);
 }